The above listing of available
GBL games is merely a sampling
of what is currently available for
use in the university classroom. The
popularity of GBL and the desire
to bring back fun and play into the
learning process is resulting in an
increase of game production. The
Bill & Melinda Gates Foundation
has recently (April 27, 2011)
pledged $20 million (USD) to
support new GBL applications in
the disciplines of math, English
and science.
The majority of attention is still
being given to the integration of
GBL in the K-12 classroom, but
many universities such as Carnegie
Mellon, MIT, Stanford and the
IT University of Copenhagen as
well as educational consortiums
in Europe, such as LUDUS, are
working to broaden the reach
and appeal of GBL. As more and
more K-12 classrooms begin
to incorporate GBL into the
curriculum of instruction there will
be a generation of students who will
eventually enter higher education
with a fundamental knowledge
of GBL and an expectation for
its use on the university campus.
What will eventually be needed at
the university level are increasing
numbers of teachers who have
the interest and the creativity to
appropriately use GBL in the
classroom. The learning assistance
provided by GBL--increased
creativity at play and motivation
to participate and study--equips
university teachers with an
additional tool to support the
learning needs of their students
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PHÁT TRIỂN & HỘI NHẬP Số 6 (16) - Tháng 9-10/2012
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90
Due to the time limitations
associated with workshops of
this type, not all of the questions
from the participants were able
to be specifically addressed.
There were numerous questions
which throughout the workshop
served as opportunities to provide
generalizable responses that were
applicable to most in attendance.
Perhaps the most repeated
question or series of questions
which attracted the attention of the
participants was how can instructors
motivate students to learn. Subset
inquiries following the general
theme of the motivation question
focused on instructional tools that
would both entertain and teach,
and perhaps make the classroom
learning experience fun.
Fun and its associated term
play, are not often used in the
same sentence with words such as
learning and classroom. Yet fun and
play are motivating factors as to
why adults spend countless hours
learning games such as golf, poker
and tennis. The question begs to be
asked, if fun and play stimulate the
learning of non-academic subjects
then why aren’t they welcomed
around academic subjects? The
likely response to this question is
because a university education is a
serious enterprise, and learning is
primarily hard work.
It is true, learning is often
hard work. I am trying to learn
Vietnamese and it is very difficult
to advance without painstaking
effort. But even though I understand
the commitment that I must make
to be conversant in Vietnamese,
I am also looking for language
applications to install on my
iPad that will make my learning
process a bit more fun and a little
less tedious. With technology
now able to satisfy individualized
learning needs--an ever increasing
number of learners (like myself)
will be expecting ever greater
connections between technology,
learning and play. UEF students
in the near future will become
much more comfortable learning
with technology and perhaps will
even look to the university for
During the last week of July (2011)--in association with the University of Economics and Finance (UEF), Ho Chi Minh City, Vietnam--I assisted a colleague who delivered a workshop on the
methods and techniques of teaching at a multi-disciplined university. This
week-long workshop was very competently organized by UEF administrators
and staff and was well attended by UEF adjunct and full-time instructors. The
presentations were quite comprehensive and covered the basic elements of
instruction that would be encountered by university professors and instructors
at a typical American campus. Even though the information was presented
from a perspective associated with higher education in the U.S., the ensuing
discussion focused on the instructional challenges inherent within the typical
university classroom in Vietnam.
“The freedoms of
play are present even
in mediocre games,
yet they are all too
rare in school.”
(Klopfer, Osterweil,
and Salen, 2009)
roD JEnsEn, PhD.
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a meaningful balance between
serious learning, technologically-
enhanced instruction and play.
In the past few years educational
researchers, educational
technologists, curriculum
developers and cognitive scientists
have been intently investigating
the use of fun and play in the
form of games as a means to
promote learning. Many of these
educational experts have taken the
concept even further and believe
that fun is an important factor in
education from “which relaxation
and motivation can appear in the
learning process: while motivation
fosters student’s effort without
resentment, relaxation enables
learners to understand things more
easily” (Mirela, Padros, Ariadna,
and Romero, July, 2011). The
relationship between play and
serious games is considered to be a
worthy area of research and study
because of the educational benefits
which result from the association.
In 2008 the term Serious
Games was advanced as a means
to distinguish between games
for pure entertainment versus
games for learning. “The focus
of the Serious Games movement
is most commonly associated
with what may best be described
as ‘Games for Training’. Serious
Games were initially conceived as
being designed to train people for
tasks in particular jobs” (Klopfer,
Osterweil, and Salen, 2009). For
example, many medical schools
use game simulations to train
future practitioners on the delicate
aspects of patient care. Other
industries such those involved
in computer security often use
computer-based simulation games
to train prospective employees on
how to follow the trail of computer
hackers.
Serious Games, which can
also be referred to as Game-Based
Learning (GBL), has spread from
the training rooms of business
and industry to the challenges of
the university classroom. GBL, in
the classroom context, is “defined
as a form of student-centered
learning that uses electronic games
and simulations for educational
purposes” (Mirela, Padros, and
Romero, July, 2011). GBL,
by design, can also consist of
traditional face-to-face classroom
games in addition to the more
contemporary digital/computer
games. But in reality the future of
GBL, particularly as a motivational
learning tool, resides in the realm
of digital educational game
development.
The value of GBL is vested in
its ability to enhance the learning
process of the university student.
Students now entering UEF and
PHÁT TRIỂN & HỘI NHẬP Số 6 (16) - Tháng 9-10/2012
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other universities in Vietnam are
quite adept at using the latest digital
electronics for communication and
entertainment. They have become
dependent upon the immediacy of
the medium and their expectations
for timely feedback have been
associated with other aspects
of their non-digital life--these
expectations have also extended
into the classroom. “There is
credible research that suggests that
today’s students have a different
learning style, enabled by gaming”
(Hetzner, Pannese, Pappa, and
Protopsaltis, July, 2011). University
educators are still discovering
how this new learning style will
respond to traditional classroom
instruction. But with the assistance
of GBL, teachers may be able to
understand how to connect with the
learning patterns of their digitally-
stimulated students.
Even considering that current
undergraduate university students
may be forming new learning
styles through their use of digital
technology and communication, it
is important to note that GBL also
reinforces some very traditional
and effective learning techniques.
“In Game-Based Learning making
a mistake - or trial and error - is
a primary way to learn and some
consider it to be the motivation
for players to keep on trying. In
games, we learn through failure
and consequence and feedback
is provided in the form of action
(as opposed to feedback in the
form of the text explanation that is
provided in instructional material)”
(Pivec, 2011). Trial and error, also
known as learning from one’s
mistakes, is an interactive learning
technique where failure is viewed
as a valuable form of feedback.
In a GBL environment students
are expected to work towards
a goal, often with a win or lose
outcome which stimulates their
play and often results in learning.
Students will “make mistakes in
a risk-free setting, and through
experimentation, they actively
learn and practice the right way to
do things. This keeps them highly
engaged in practicing behaviors
and thought processes that can
easily transfer from the simulated
environment to real life” (Trybus,
2009). Game-induced stress
minus any real-world negative
consequences seems to have a
stimulative effect upon students’
efforts to continuously recommit
to learning irregardless their
temporary moments of failure.
An educational game that is
to be considered stimulative and
motivational should challenge
“learners to become personally
involved with playing it in an
emotional and cognitive way.
By engaging in a dual level, their
attention and motivation is increased
and that assists their learning”
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(Hetzner, Pannese, Pappa, and
Protopsaltis, July, 2011). Student
motivation in the learning process
is not an automatic occurrence
nor is it easily attainable. This
understanding was well expressed
by many UEF faculty and
instructors during the discussion
periods of the July 2011 University
Development Workshop.
Student motivation may be
reason enough for some educators
to use GBL in the classroom,
especially considering that there
may be associated gains in student
achievement. What is significant
about GBL is the understanding
that in addition to motivation
there are other notable attributes
which are even more academically
and personally beneficial for the
student. Educational researcher
Patricia Marks Greenfield believes
that based upon her studies, new
cognitive abilities that are important
in 21st century life are developed
through the use/play of video
games. Some of these cognitive
abilities include, (Groff, Haas,
Klopfer, and Osterweil, 2009)
- The ability to process
information very quickly;
- The ability to determine what
is and is not of relevance to them;
- The ability to process
information in parallel, at the
same time and from a range of
different sources;
- Familiarity with exploring
information in a non-linear
fashion;
- A tendency to access
information in the first instance
through imagery and then use text
to clarify, expand and explore;
- Familiarity with non-
geographically bounded networks
of communication and;
- A relaxed approach to ‘play’
the capacity to experiment with
one’s surroundings as a form of
problem solving.
Competencies which are
specifically related to student
use of GBL include improved
skills in interpersonal and group
communication, teamwork and
collaboration, problem solving,
decision making, debate and
critical thinking. Following are
several quotes from educational
researchers who verify that use of
GBL can indeed assist students
in the development of high-level
cognitive abilities.
“Computer games can help
players to think critically when
they are required to construct
connections between virtual and
real life” (Koskinen, Pivec, and
Tarin, 2011).
“Researchers found out that
collaborative decision making
games are good training tools not
just for business-major college
students but also for corporate
managers.” (Mirela, Padros, and
Romero, July, 2011).
“Serious Games offer learning
experiences that engage users
and, through the use of
novel pedagogic approaches
assists in developing higher levels
of cognitive thinking.” (Hetzner,
Pannese, Pappa, and Protopsaltis,
July, 2011).
Using GBL to help develop
needed workplace competencies
such as group communication,
collaboration and problem-solving
is a worthwhile consequence.
But if a UEF classroom teacher
decides to use a GBL program as
an instructional augmentation, that
decision will likely be due to more
short-term outcomes--helping
students to meet the learning
objectives of the course.
The initial reason to incorporate
GBL in the classroom “is to help
engage students with complex
material and processes” within
the subject area of the course, “not
to pretend that they are ‘having a
break’ from the hard business of
their education” (Pivec, 2011).
The process of “creating authentic
learning experiences is perhaps the
most critical aspect and benefit to
digital games and simulations--
bridging the all-too-well-known
gap between the classroom and the
real world” (Groff, Haas, Klopfer,
and Osterweil, 2009). Each game
within the GBL context should
provide the teacher with “materials
that help relate the student’s game
experience to existing curricula”
(Klopfer, Osterweil, and Salen,
2009). Games, while very effective
in many aspects of the learning
process, are not a replacement for
the required rigors of study.
Most academic subjects will
involve a degree of menial work
and even some amount of rote
memorization as a part of the
instructional process. But games
should NOT be involved with that
aspect of instruction. If GBL were
to become associated with the mere
toil of learning it loses its power of
play “and ceases accessing those
creative impulses so fundamental
to play” (Klopfer, Osterweil, and
Salen, 2009). An appropriate game
for a course of instruction should,
as previously noted, motivate
students to discover a deeper
understanding of the content.
And even though GBL is not to
be viewed as a substitute for well
designed curriculum, a game “can
help many students advance beyond
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the temporary memorization of
facts and procedures” (Klopfer,
Osterweil, and Salen, 2009).
A challenge may be in getting
teachers comfortable with using
GBL because of their lack of
experience in the use of gaming
even for personal entertainment.
Recent research by Futurelab
indicates that “teachers just don’t
know enough about the learning
potential within games”(Royle,
2009). This study also noted that
“42% of teachers never play
computer games for their own
leisure; 34% play at least once a
month or more frequently. The fact
that over 40% never play games
at all is likely to be a contributing
factor to the lack of knowledge and
skills in gaming often cited as a key
reason for teachers not to use games
in schools” (Royle, 2009). There
may be other reasons besides a lack
of gaming experience why teachers
would decline the use of GBL
in the classroom. Some teachers
may feel that GBL is an intrusion
upon the required discipline of the
classroom. And other teachers may
acknowledge the benefits of using
GBL but are unable to comfortably
incorporate games into the course
curriculum.
As a preliminary step for
reluctant teachers it may be advisable
to first explore the applications of
non-digital GBL and learn how to
incorporate its use in course lesson
plans. Teacher reluctance to work
with digital GBL is understandable
and any hesitation to participate
should be respected. The use of
digital games in the classroom may
not be universally accepted and its
use could be phased in as teacher
training and technology comfort
levels improve. Just as there will
be reluctant teachers there will
also be ‘first users’. These ‘first
users’, through their own system
of trial and error, will develop the
institutional knowledge that will be
vital in broadening the appeal and
application of GBL.
Considering the current state of
GBL development throughout the
world, there will likely be a delay
in having access to open source
games in Vietnamese. Vietnamese
language GBL may require some
level of UEF enterprise rather
than waiting for games to hit
the educational market. With
the continued availability of
new and improved open source
authoring systems and other GBL
development tools, it is feasible that
talented UEF faculty could design
games specific to their instructional
purposes. A little technical talent,
a curricular purpose and a dose
of creativity could result in some
effectively produced GBL.
The majority of GBL resources,
whether they are commercial or
open source, are generally directed
to younger learning audiences and
are overwhelmingly in English.
The GBL resources which would
be most applicable for higher
education are fewer in number
but still significant in construct
and design. UEF teachers may
determine that even a limited use
of GBL in the classroom could
provide a minimal motivating
influence among their students.
Following is a sample listing of
open source games which may be
of interest to teachers of certain
academic disciplines.
Problems and Programmers.
This is the only non-digital GBL
mentioned in this listing. Problems
and Programmers is an open source
card game “intended to simulate
the software development process
from conception to completion.
The instructions and materials
needed to make a copy of the
card game (including 120 unique
cards) can be found at
problemsandprogrammers.com/
downloads.html.
SimSE. An open source game
produced by the University of
California, Irvine.
“SimSE allows students
to practice a virtual software
engineering process in a fully
graphical, interactive, and fun setting
in which direct, graphical feedback
enables them to learn the complex
cause and effect relationships
underlying the processes of
software engineering.”
h t t p : / / w w w . i c s . u c i .
edu/~emilyo/SimSE/downloads.
html
Lure of the Labyrinth. This
game was originally developed for
middle school pre-algebra students
but because the game gives
students a chance to think like a
mathematician it could be used for
short-term instruction in a basic
collegiate math course. “It includes
a wealth of intriguing math-based
puzzles wrapped into an exciting
narrative game in which students
work to find their lost pet.
www/index.php
Gamestar Mechanic. This
product is the result of a collaboration
between the University of
Wisconsin-Madison and Gamelab.
“It teaches students about game
design by asking them to develop
hypotheses for their designs,
implement and test those designs
while simultaneously describing
and defending their designs to
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their teammates, becoming socio-
technical engineers.”
Free Rice. This game is very
simple in its production but quite
clever in its application. It allows
for personal or group competition
for those who are able to advance
through the 60 levels of vocabulary
in the game. As one progresses up
the levels he/she is also earning rice
for donation to the United Nations
World Food Program. This would
be an excellent game for ESL
students at UEF or other Vietnam
universities who want to improve
their English vocabulary in a
simple yet fun setting. It seems too
easy at the start but by the time one
progresses toward the 40th levels-
-even native English speakers will
feel challenged.
www.freerice.com
INNOV8. This is a team-based
simulation game that has been
produced by IBM but has been
successfully used as a teaching
tool by major universities such
as the University of Southern
California. The game “gives both
IT and business players a better
understanding of how effective
Business Process Management
impacts an entire business
ecosystem.”
http: / /www-01.ibm.com/
software/solutions/soa/innov8/
index.html
IT Manager 3: Unseen Forces.
In this game “you play the IT
manager of a small company with
global ambitions. Part of your job is
ensuring that everybody’s desktop
PCs, laptops and servers keep
running smoothly. A huge number
of things can--and will--go wrong.
This is produced and offered free
by Intel. (However you will need
to sign in for access.)
us/default.aspx
Better Business Choices. This
game was produced by British
Telecom and it is a simulation
game “about managing social
and environmental issues in a
business. The player takes on the
role of corporate CEO. The game’s
contents are drawn from general
business dilemmas across all
industries.”
h t t p : / / w w w. b t p l c . c o m /
R e s p o n s i b l e b u s i n e s s /
Ourstory/Interactivegames/
BetterBusinessChoices/index.htm
Alice. This is “an educational
software that teaches students
computer programming in a 3D
environment. It is used in 10%
or all US universities and has
been downloaded by several high
schools and universities in Vietnam.
This program was conceived and
developed by Carnegie Mellon
University.
php?page=what_is_alice/what_is_
alice
Molecular Workbench.
“MW provides, visual, interactive
computational experiments for
teaching and learning science.
While it presents many existing
simulations that are ready to use
in the classroom, it is, however,
also a modeling tool for teachers
and students to create their own
simulations and share them with
collaborators.”
h t t p : / / m w. c o n c o r d . o rg /
PHÁT TRIỂN & HỘI NHẬP Số 6 (16) - Tháng 9-10/2012
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modeler/
The above listing of available
GBL games is merely a sampling
of what is currently available for
use in the university classroom. The
popularity of GBL and the desire
to bring back fun and play into the
learning process is resulting in an
increase of game production. The
Bill & Melinda Gates Foundation
has recently (April 27, 2011)
pledged $20 million (USD) to
support new GBL applications in
the disciplines of math, English
and science.
The majority of attention is still
being given to the integration of
GBL in the K-12 classroom, but
many universities such as Carnegie
Mellon, MIT, Stanford and the
IT University of Copenhagen as
well as educational consortiums
in Europe, such as LUDUS, are
working to broaden the reach
and appeal of GBL. As more and
more K-12 classrooms begin
to incorporate GBL into the
curriculum of instruction there will
be a generation of students who will
eventually enter higher education
with a fundamental knowledge
of GBL and an expectation for
its use on the university campus.
What will eventually be needed at
the university level are increasing
numbers of teachers who have
the interest and the creativity to
appropriately use GBL in the
classroom. The learning assistance
provided by GBL--increased
creativity at play and motivation
to participate and study--equips
university teachers with an
additional tool to support the
learning needs of their studentsl
REFERENCES
Corti, Kevin. (Feb., 2006),
Games-Based Learning: A serious
Business Application, PIXELearning.
h t tp : / /www.p ixe learn ing .com/docs/
seriousgamesbusinessapplications.pdf
Groff, Jennifer. Haas, Jason. Klopfer,
Eric. Osterweil, Scot. (2009), The
Instructional Power of Digital Games,
Social Networking, Simulations and How
Teachers Can Leverage Them, The
Education Arcade, Massachusetts Institute
of Technology.
papers/GamesSimsSocNets_EdArcade.
pdf
Hetzner, Sonia. Pannese, Lucia.
Pappa, Dimitra. Protopsaltis, Aristidis.
July, 2011, Serious Games and Formal
and Informal Learning, eLearning Papers.
Serious-Games-and-Formal-and-Informal-
Learning?paper=107280
Klopfer, Eric. Osterweil, Scot. Salen,
Katie. (2009), Moving Learning Games
Forward: Obstacles, Opportunities,
& Openness. The Education Arcade,
Massachusetts Institute of Technology.
h t t p : / / e d u c a t i o n . m i t . e d u / p a p e r s
M o v i n g L e a r n i n g G a m e s F o r w a r d _
EdArcade.pdf
Koskinen, Tapio. Pivec, Maja. Tarin,
Liuis. July, 2011, Game-Based Learning:
New Practices, New Classrooms, eLearning
Papers.
en/node/107280
Mirela, Usart. Padros, Ariadna. Romero,
Margarida. July, 2011, Developing Serious
Games: From Face-to-Face to a Computer-
Based Modality, eLearning Papers. http://
www.elearningeuropa.info/en/article/
Developing-Serious-Games%3A-from-
Face-to-Face-to-a-Computer-based-
Modality?paper=107280
Pivec, Paul. July, 2011, The Language
Campus: Role-Play in an e-Learning
Environment, eLearning Papers. http://
www.elearningeuropa.info/en/article/The-
Language-Campus%3A-Role-Play-in-an-
eLearning-Environment?paper=107280
Royle, Karl. (July 8, 2009),
Computer Games and Realising Their
Learning Potential: Crossing Borders,
Blurring Boundaries and Taking Action,
Gamebasedlearning.
gamebasedlearning.org.uk/content/
view/67/
Trybus, Jessica. 2009, Game-Based
Learning: What it is, Why it Works, and
Where it’s Going, New Media Institute,
Carnegie Mellon University.
newmedia.org/game-based-learning--
what-it-is-why-it-works-and-where-its-
going.html
Teed, Rebecca, Game-Based Learning,
Carleton College.
introgeo/games/
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